Feb 23, 2018, 09:50PM


Mature Content Tweak
January 11, 2018
Mature content now depends entirely on the birth date listed in your profile. It will automatically decide if you're above 18 and start displaying mature threads to you. These are highlighted yellow, so you can still avoid them if you'd rather.
New Year, New Theme!
January 5, 2018
Wow it's weird to be typing 2018... anyway, we have a new theme with some fancy stuff, but some of it is still broken. Also the email field for guests appears again, I'll fix it eventually.
Introducing Battle Suite 4.0 RC2
October 24, 2017
We now have a working version of an early write-up of Battle Suite 4.0 available for use. This system completely automates tabletop functions, and is very user-friendly.

Embers // Afterlife Fantasy

Welcome to the first day of your new life. Embers is an afterlife fantasy cyberpunk RPG, running since 2006, first under the name War Chain, and then under the name Tamashii no Chikai, originally as a Bleach RP. Some Bleach influence still remains, but it is all presented differently and features new elements. The recent 2016 reboot under the name Embers follows a very similar standard and focus that War Chain and Tamashii no Chikai did, and we hope Embers will grow into its own free of its fandom ties. Here's to 157,000 more posts!
Mature themes, half the board is gay. Not recommended for bigots or individuals under 16 years of age. You must be 18 or older to gain access to the mature boards.

Staff (2)

Pham Thanh Imperator gian hoa mat khon Last Online Feb 23, 2018, 12:53 pm
dragonborn Regnant The Gay Derpachino Last Online Feb 23, 2018, 3:23 pm

Embers Datanet

Welcome to the Embers Datanet

This information database serves as the central lore hub for the Embers RPG, a text-based, modern afterlife fantasy cyberpunk game, claiming roots in the Bleach franchise. Our lore project aims to get players familiar with Embers' setting, history, and character types, explaining these in easy-to-digest, small bits at a time, so you can play here from day one, and learn more as you play. You'll find a list of links to the left. These are all the main information pages we have on the site. Some pages are secondary landing pages, in order to keep the side-bar short and concise. Red links are highly important, while purple ones are just for fun; the other colours rank in-between, based on their place on the rainbow. We hope this arrangement makes it easier for you to find what's important for you.

Below, you'll find a short summary of the site's basic set up, so you can read through it, and see if Embers is something you might want to be a part of. We will warn you. There are very few heart-warming stories here. Embers can be occasionally rather gritty, and hard to handle, and things its players may not always like. Embers was also designed to change. Any IC aspect can be changed, through IC action. Build the world you want to play in. Embers can be anything you want it to be, you just have to be willing to make it happen.

Feelings may happen. Also, Embers does have a built-in reset button. If the players really cause a lot of IC damage, we have an in-universe way of resetting it. Things can change between resets and not turn out exactly the same as before, and on an OOC level, this won't happen without the board being in concensus about it, but it is a thing.


Everybody knows that everybody dies.

Most don't like to think about it, but death is a consistent companion of humanity. Everyone's time comes sooner or later, and one day, yours will, too. Those that are left behind have to deal with remains, estates, and possessions, and everywhere in the world has a different way of handling these things. But what about the souls? Who takes care of those?

Some of those stories of the afterlife aren't so wrong at all. Welcome to Asgard, the afterlife, where those that die in the living world, called Iuna by the dead, go to live again. And sometimes, those of Asgard gain supernatural powers, awakened by the need for the spiritual balance between worlds to remain steady, charged with protecting those still living, and guiding those dead to Asgard. These are the Valhalir of Valhalla, the home of a supernatural military called Valkyrie. Protectors of the flow of souls and the balance of life and death for the last few thousand years, soldiers of Valkyrie go unseen to most - but some can see them just fine, and live one foot in life, and one in death.

Everybody knows that everybody dies. But maybe, death is not the end. We all leave behind embers, and sometimes, those embers become flames.

♦ Interactive and collaborative factions.
♦ Guided mission and quest system.
♦ Automated battle system; Battle Suite 4 handles most of the number crunching for you.
♦ Free-form battling toggle option available.
♦ Evolving, sentient spirit weapons.
♦ Staple fantasy races spun in new ways.
Bleach franchise base; over the nearly eleven years of Embers running, it eventually outgrew its fandom roots.
♦ Familiar to Bleach fans, but original enough for anyone to take part.
♦ Friendly, awesome community.
♦ Laid-back atmosphere.

Character Types

Astrals are typical human spirits, whom have died. Ghost, poltergeist, spirit, spectre, and similar, are all words for an astral, the term used to describe the soul within the body. Astrals may or may not have higher than average Force, enabling them to use magic and eventually generate a Daemon, but not all astrals become valhalir.

Mechanical, for the most part, the dae (singular daeni) are artificial recreations of astrals, placed into mechanical shells. This gives them some semblance of a personality and ability to parse emotions, but many are rather literal, and most never really come to feel emotions themselves, at least not entirely. Other beings can become a daeni, if they so choose to do so, by replacing parts of their astral body with mechanical pieces. Some do so deliberately, others eventually manifest them.

A strange hybrid of astral and seeker, the diablo are capable of abilities and powers either one is known to perform. Diablo manifest daemons, can use seeker force and astral force both, and may have a third voice in their head from their seeker half. Some are known to be unstable, but in general, diablo will tend toward leaving others alone. A few may essentially take on the role of a valhalir, rather deliberately, but some find them rather unnerving.

While the idea of dragons has been allotted to fantasy in the minds of those living, the dead know that where there is life, there is dragon. The self-appointed guides of other races, dragons are quite intelligent, calming and grounded in their general demeanour, and are known to be able to make head-way where others cannot. Dragons may occasionally bond to another being, and that being becomes their rider. Many dragon and rider pairings will follow one another through incarnations, and it is rare that a dragon or rider will bond to any other soul, whether they remember bonding originally or not.

Some consider the eidolons blessed. Others consider them cursed. Eidolons could function like Soul Fighters, if they so chose to do so, but they have an increased need for Force energy. Most call them half living and half dead. Eidolons could live forever, if they had the ability to absorb the Force energy of other beings for long enough to sustain them forever. Most, however, eventually become a very tasty snack for a seeker. While many eidolons consciously attempt not to drain their Force absorption targets completely, thereby killing them, some do not, and a small number will try to kill them.

Most view the kashi as half man and half beast, as they are the only known species that can shift willingly back and forth between human and animal. Many kashi retain animal-like mannerisms and features even in human form, though some term this 'half-shift'. It isn't entirely accurate, as it isn't exactly on accident or on purpose, it just is. A staggering number of Kashi have natural above average Force, and many become a part of Valkyrie. However, those that are 'half-shifted' tend to have trouble fitting in, and may opt to avoid other spirits that are not kashi on purpose.

The Court of Chaos, the Court of Darkness, and the Court of Light are well-known in Asgard, as they are the only three remaining true monarchies in the place. However, the feelings on them are rather mixed. The Courts are all Kazanic, the Court of Chaos home to tall, strong and proud people typically of red eyes and black, silver, or copper hair, the Court of Darkness home to medium height, dark-skinned peoples with heterochromatic eyes and colourless hair, and the Court of Light home to willowy, light-skinned, pale eyed and pale haired peoples. The Courts do not like each other, and this is never more obvious than in their political games with each other. Admittedly, however, the kazan have remained on this side of outright war.

The bridge between life and death in a more literal sense than valhalir, necromancers are very rare, and capable of feeling the pain of astrals in a way that valhalir cannot. Necromancers are also capable of Force techniques that other souls aren't, and will retain these abilities even after death, enabling them to calm frenzied spirits, reason with seekers that usually cannot be reasoned with, and to some extent, control other souls. Some astrals become very confused, and only a Necromancer can easily sift through that confusion to find what they need to move on. Many astrals may eventually overcome this confusion on their own, but most instead become seekers.

* Necromancer characters cannot be created until a player has been with Embers for over four months. Applications for one may be refused, anyway, depending.

Seekers would have been astrals, and most were at one time. However, they are those that either Valkyrie missed, or those that hatred or despair consumed. For some, it just happens another seeker consumed them, instead. Seekers are animal-like, and come in varying stages of evolution, and evolve by consuming other souls. Many seekers will attack and often eat any living human with a notable level of Force, with the stronger ones often attacking Asgardians, if not outright invading Asgard. The valhalir and the seekers are forever at war, but it is never a war of true despising. Weak and young seekers have lost their ability to reason. As they evolve and grow in power, they slowly gain it back, a little at a time, and begin to appear more human. Alpha seekers are quite intelligent, just below a diablo in reasoning capabilities.

Soul Fighter
Humans that, for some reason, gained higher than average Force, soul fighters have learned to use these Force capabilities in battle. The soul fighters drew together and began training one another due to the high amounts of seeker attacks on living humans; many soul fighters had lost people very close to them in seeker attacks, and the valhalir were, at the time, just too slow to save anyone. Rather than attempt to contain more Force to use offensively in themselves, soul fighters learned to temporarily channel the Force around them and in the atmosphere, even sometimes their opponent's Force, into containers, and use it as a weapon.

Soul Seer
Most humans now go about their lives completely oblivious to the war of the dead going on around them, how close some of the people they know have been to being killed by a seeker, either on accident or not. Soul seers are not part of that cluster. Soul seers have just high enough Force to be able to see and communicate with the dead, though how well they can do so varies, depending on specific individual Force levels. Some seers never really see or hear the dead very clearly, while others see them so clearly it is markedly difficult to differentiate them from the living.

The unseeing are normal humans that have no ability to see the dead, and negligible Force of their own. The only dead people the unseeing can interact with are the ones capable of making themselves visible to regular humans - but many unseeing have interacted with this type of soul before, and simply were not aware of it.
During about a week's period around late-October, early-November, even Unseeing can see spirits.

The guardians of life and death, and the guides of souls, the valhalir of Valhalla are the bridge between the living and the dead. Many valhalir find themselves needing to help their newborn astrals move on, helping tie up loose ends and reach closure and accept the end of their life. Some valhalir are chosen long before they are dead, and it is rare, but not entirely unheard of for eidolons and soul fighters to gain valhalir powers and abilities. Valhalir are the first race to have manifested daemons.


Annyocharis Flight
Formed quickly in the face of danger, the Annyocharis Flight were, at one time, based at the edge of Azure Eagle territory. When the Azure Eagles changed leaders, the actual dragons in the area were threatened, and in response, banded together into a new Flight. Its founding Wingleader, Nalenin Starwhisper, was lost in a fight with the Azure Eagles, with its new Wingleader, Mnemen Skyrain, leading the Flight to Valhalla.

Azure Eagles
Believed to be the originators of the Blood Games, the Azure Eagles stem from the same parent Asgardian faction as the Crimson Snakes, making them sister factions - and they hate each other. The Dragons are very vicious, preferring melee combat and brutal tactics. Often, victims of the Dragons' barbaricism cannot be identified for the lack of anything remaining of them. The Dragons eventually aim to directly attack Valkyrie, as the current Dragon commander has a personal score to settle with Valkyrie's commander.

Crimson Snakes
The sister faction of the Azure Eagles, the Crimson Snakes took a very different approach to warfare as their brethren. Where the Dragons favour melee combat, the Snakes favour distance fighting, such as firearms and bow weapons, and Force casting. Up until more recently, the Snakes were, like the Dragons, out of control, and many were killed in the crossfire of their conflicts with the Dragons. Now, however, under new leadership, they're beginning to calm and are starting to resemble a more active Ebony Eagles.

Ebony Eagles
One of two Asgardian factions formed in response to the Dragons and the Snakes going out of control, the Ebony Eagles are often rather quiet and shadowy about their activities. Rather than tackling things head-on, the Eagles prefer to scout and act as support, in most cases, to the Jade Tigers. The Eagles are known to have a rather extensive information network, which often extends into the Kazanic Courts.

Firebrand Flight
Nestled in the mountains of northern Asgard, the Firebrand Flight have lived in relative peace - and quite a ways away from the Dragons and Snakes, along with the two factions' stupid personal hissy fits. The Firebrands are one of the only dragon flights remaining that remain nomadic, and they wander in a predictable, noted pattern.

Ironscale Flight
The largest dragon flight in existence, the Ironscale Flight's territory spans across a large chunk of the Ramoth Mountains, situated just below Valhalla. As such, the Ironscales have become equated with safety, as the closer to Valhalla one is, the safer it tends to be - this is partially the doing of Valkyrie, and partially the doing if the Ironscales.

Jade Tigers
One of two Asgardian factions formed in response to the Dragons and the Snakes going out of control, the Jade Tigers are more active than their sister faction, and are usually the ones seen first, sometimes the only ones seen. The Tigers actively attempt to interrupt Blood Games and salvage anything that is viably salvageable from cities and towns devastated by Dragon attacks.

Nightmare Crusade
Comprised of Queen Kentari Nightrain's supporters, the Crusade formed when Kentari's mother Avari was murdered, and the throne of the Court of Darkness usurped by her murderer. Their aim was to replace the usurper with Kentari, handing the Court of Darkness' rule back to the Nightbane line. Following Kentari's gaining the throne, the Crusade became something of a royal guard, protecting the Nightbane lineage from those that would see it ended.

Rider Council
Every bonded dragon and rider pair in existence holds a place on the Rider Council, and it acts something as a peace-keeping organisation. The Council as a whole holds no alliance ties to any one faction, nation, or group, and instead aims to ensure peace, the safety of innocent bystanders, to speak for those who have no voice of their own, and remind others that all life matters, for if one life does not, why do any? They are known to now be assisting in the struggle against the Azure Eagles, and have intervened in the Court of Darkness' political games when necessary before.

Formerly two factions, the Sthyrventlin now is a merger of the original Sthyrventlin and the Fallen Legion. The Sthyrventlin (zeer-vent-len) are traditionally the crownsguard of the Court of Chaos. When the Court of Chaos' rightful ruling line was deposed and driven from the Court's lands, part of the Sthyrventlin followed, as their loyalty was to the lineage, not the throne, whereas the rest remained behind, their loyalty being to the throne, and not the lineage. Now that the last living descendants of the Court of Chaos' founder have returned to their rightful place as the Court's royal line, the two halves have re-merged.

The Linaesin
Ancient and honoured are the Linaesin, the first military the Kazanic Courts have ever had. The Linaesin now operate as the military and royal guard of the Court of Light, but their goals do not always fall in line with those of the Court's. At times, they will directly oppose and challenge the Court of Light and or its ruler, and have, a few times, deposed and murdered corrupt leaders. They seem to like their current ruler just fine, fortunately for him.

Established a little over two thousand years ago, as the afterlife continuation of the foundations that the Roman Empire was built upon, and by the same woman that tore down the Roman Republic, and still leads Valkyrie today, it is the only known faction specifically for valhalir. However, Valkyrie accepts members of any race, so long as they have a decent level of Force, trains them as warriors, and tosses them into the eternal war with seekers. Valkyrie protects, and Valkyrie guides, but strangely, they interfere very seldom in the affairs of Asgard, despite being technically Asgardian. Their home base, Valhalla, is a spherical-shaped floating ship, that hangs in the sky above Asgard. It is as close to a moon as Asgard has.